- The study phase has no clock; you close the list when you are ready
- The dial is the LENGTH of the list, not how fast it is snatched away
- Starts at three and climbs by one each clean round, up to eight
- EQ: miss a level twice and it steps back down kindly. A game that only ratchets up ends every session on a failure
- The list holds only things a person can actually buy — 83 of them (SHOPPING in lib/recall.ts)
- No item twice on one board, and every board the game can deal is checked — 2,400 of them (npm run verify:recall)
- An order mode: not just which things, but the order they came inplanned
✓ = done · ☐ = planned. Every game is built one step at a time like this.